Difference between revisions of "Programmable Block"
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''Details section'' – In this area the script exception will be shown (if any will occur) | ''Details section'' – In this area the script exception will be shown (if any will occur) | ||
− | + | {| style="width: 80%;" | |
+ | | | ||
==== Editor ==== | ==== Editor ==== | ||
− | + | {| | |
+ | | | ||
[[File:Steamworkshop webupload previewfile 360966557 preview (1).jpg|500px]] | [[File:Steamworkshop webupload previewfile 360966557 preview (1).jpg|500px]] | ||
− | Code editor contains these buttons: | + | |Code editor contains these buttons: |
− | ''Help'' – it will open the help guide inside the game. | + | * ''Help'' – it will open the help guide inside the game. |
− | ''Check Code'' – it will check the code for code mistakes and also check if used code isn’t forbidden. | + | * ''Check Code'' – it will check the code for code mistakes and also check if used code isn’t forbidden. |
− | ''Remember & Exit'' – it will save the code for execution, close editor screen and returns to terminal panel. | + | * ''Remember & Exit'' – it will save the code for execution, close editor screen and returns to terminal panel. |
− | ''Remember code'' – it will save code for execution and leave editor open. | + | * ''Remember code'' – it will save code for execution and leave editor open. |
− | ''Browse Workshop'' – it will open a window for script management, you can save/load scripts from disk , upload scripts to workshop and download subscribed scripts. | + | * ''Browse Workshop'' – it will open a window for script management, you can save/load scripts from disk , upload scripts to workshop and download subscribed scripts. |
− | ''Line counter'' – it shows current line number and total number of lines in code | + | * ''Line counter'' – it shows current line number and total number of lines in code |
− | + | |} | |
==== Browse Workshop ==== | ==== Browse Workshop ==== | ||
− | + | {| | |
+ | | | ||
[[File:Browse workshop.jpg|200px]] | [[File:Browse workshop.jpg|200px]] | ||
− | + | |This screen is similar to blueprint screen and contains these buttons : | |
− | This screen is similar to blueprint screen and contains these buttons : | + | * ''Ok'' – it will load the selected script into the editor and close the screen |
− | ''Ok'' – it will load the selected script into the editor and close the screen | + | * ''Cancel'' – it will close the screen (no changes to code in editor) |
− | ''Cancel'' – it will close the screen (no changes to code in editor) | + | * ''Details'' – it will open the "details" screen, where you can see description of script |
− | ''Details'' – it will open the "details" screen, where you can see description of script | + | * ''Rename (only for local scripts)'' – it will rename the selected script, if you try to rename to existing script, the game will ask you if you want to overwrite the existing script. |
− | ''Rename (only for local scripts)'' – it will rename the selected script, if you try to rename to existing script, the game will ask you if you want to overwrite the existing script. | + | * ''Delete (only for local scripts)'' – it will ask you if you really want to delete the script, after the confirmation script will be deleted. |
− | ''Delete (only for local scripts)'' – it will ask you if you really want to delete the script, after the confirmation script will be deleted. | + | * ''Create from editor''– it will create new script with default name Script_XX it starts with 0 and if the script with the selected name already exists, it will increment the value. E.g. first there will be Script_0 then Script_1 etc… |
− | ''Create from editor''– it will create new script with default name Script_XX it starts with 0 and if the script with the selected name already exists, it will increment the value. E.g. first there will be Script_0 then Script_1 etc… | + | * ''Replace from editor (only for local scripts)'' – it will replace (after user confirmation) the selected script with script from the editor. |
− | ''Replace from editor (only for local scripts)'' – it will replace (after user confirmation) the selected script with script from the editor. | + | * ''Refresh Scripts'' – will reload the local and subscribed script list |
− | ''Refresh Scripts'' – will reload the local and subscribed script list | + | |} |
− | |||
==== Details (local script) ==== | ==== Details (local script) ==== | ||
− | + | {| | |
+ | | | ||
[[File:Details (local script).jpg|500px]] | [[File:Details (local script).jpg|500px]] | ||
− | + | |This screen will show up when you press details for local script and contains the following buttons: | |
− | This screen will show up when you press details for local script and contains the following buttons: | ||
* ''Rename'' – it will rename the selected script, if you try to rename to existing script, the game will ask if you want to overwrite the existing script. | * ''Rename'' – it will rename the selected script, if you try to rename to existing script, the game will ask if you want to overwrite the existing script. | ||
* ''Delete'' – it will ask you if you want to delete the script, after confirmation script will be deleted. | * ''Delete'' – it will ask you if you want to delete the script, after confirmation script will be deleted. | ||
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* ''Browse Workshop'' – it will open the workshop screen to browse and subscribe scripts. | * ''Browse Workshop'' – it will open the workshop screen to browse and subscribe scripts. | ||
* ''Close'' – it will close the screen | * ''Close'' – it will close the screen | ||
− | + | |} | |
==== Details (workshop script) ==== | ==== Details (workshop script) ==== | ||
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* ''Open in Workshop'' – it will open the current script workshop page. | * ''Open in Workshop'' – it will open the current script workshop page. | ||
* ''Close'' – it will close the screen | * ''Close'' – it will close the screen | ||
− | + | |} | |
== Media == | == Media == | ||
Revision as of 13:15, 29 November 2015
Contents
Overview
A Programmable Block can be programmed to do different functions, like switching lights and controlling doors. It can also be used by entering the control panel in the Terminal. It has almost unlimited functionality.
Usage
Programmable Block scripts run in a single update (single frame) and any that take too long to complete are aborted. This means it is impossible for a single run of the script to 'wait' on any event. If you want your script to run when something happens, you need to either find a way of getting another block to trigger it at the right time (an 'interrupt-driven' approach via eg. a sensor block), or modify your script to check for a precondition and set up a timer to run it regularly (a 'polling' approach). Depending on what your script is doing, one approach may be the preferred or even the only way to do it.
- Since Update 01.067 each programmable block has a maximum limit of 50,000 characters for any in-game script.
GUI Overview
The programmable block terminal panel screen currently contains two buttons:
Edit – it will open the editor for editing scripts and the ability to save/load scripts from and to disk. Also, you can upload your scripts to workshop and download subscribed scripts.
Run – it will run the script that was remembered in editor. It will run the script only once. However this button is terminal action, so you can attach it to sensor, timer block, and button or add it to toolbar.
Details section – In this area the script exception will be shown (if any will occur)
Editor
Browse Workshop
Details (local script)
Details (workshop script)This screen will show up when you press details for script from workshop and it contains these buttons:
|
Media
Tips
Known Issues
- Foreach not working at 64- bit: - Problem:
Currently using of foreach loop inside script will cause “bad program exception” at some configurations and prevent script from running. We are working of fixing this issue. Workaround: All our interfaces used in in-game scripting are using lists as collections. Please use For loop for iteration across these lists
- Lambda functions not working - Problem:
Currently lambda functions are not supported, if you use them in script, exception will be thrown and script will not run. Workaround: Please use method instead of lambda function if possible.
- User defined variables are not saved - Problem:
None of the user defined variables inside script are saved, therefore after loading game they are reset to their default values. Workaround: We added string variable called "Storage" that will be loaded and saved when the block is loaded and saved.